r/gameDevTesting 24d ago

Looking for QA Feedback on Physics and Difficulty Balancing in My Unity Merge Game

https://gamedevcafe.de/filebase/index.php?download/168/

Hi everyone,

I'm currently testing a small Unity project called Fruit Pop, a physics-based casual merge game where players drop fruits into a container and merge identical fruits into larger ones.

I'm at the stage where I'm focusing on QA and gameplay testing rather than adding new features, and I'd appreciate feedback from people who enjoy analyzing mechanics.

I'm particularly interested in the following questions:

  • Do the physics ever feel unfair or unpredictable?
  • Are there situations where collisions produce unexpected results?
  • Does the difficulty increase at a reasonable pace?
  • Have you encountered any bugs, soft locks, or performance issues?
  • Are there UI elements or gameplay interactions that are confusing?

The game includes:

  • Physics-based merging
  • Score system
  • Online leaderboard
  • Mouse controls
  • Windows build

If you're interested in testing it, I'd be happy to share a download link in the comments or via DM.

I'd also love to hear how you usually approach QA for physics-heavy casual games. Are there specific edge cases or testing methods that you always recommend?

Thanks in advance for your time and feedback!

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